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Small Lasers Are Being Nerfed?! Dahell...


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#81 Mister Blastman

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Posted 17 June 2017 - 09:26 AM

View PostxXBagheeraXx, on 17 June 2017 - 09:21 AM, said:

Smalls where a tad broken if you managed to get close to anything and you could boat at ton of them...you could just open up people in seconds. This was probably brought on by those gargoyle bumrushers in CW.....you pretty much cant stop those and they are monstrous can openers at short range.


And they should be. If you sacrifice range ability, you absolutely should dominate and teabag the poo out of your enemy up close.

#82 Weeny Machine

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Posted 17 June 2017 - 09:32 AM

View PostxXBagheeraXx, on 17 June 2017 - 09:21 AM, said:

Smalls where a tad broken if you managed to get close to anything and you could boat at ton of them...you could just open up people in seconds. This was probably brought on by those gargoyle bumrushers in CW.....you pretty much cant stop those and they are monstrous can openers at short range.


Man, a brawler build with that short range should absolutely do that. Why? It sarcrifices range and must close the distance and makes himself absolutely vulnerable and is literally helpless at mid to long range.

This change just caters to the snipers and cemented the dull peek-a-boo gameplay which was dominant anyway.

Incidentally it also nerfes several lights again.


To sum it up: let's all jump in heavy mechs and start a snipefest because those are the things which are the most effective means of playing. Brawling got shown the middle finger again and so have lights.

#83 xXBagheeraXx

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Posted 17 June 2017 - 09:34 AM

View PostBush Hopper, on 17 June 2017 - 09:32 AM, said:


Man, a brawler build with that short range should absolutely do that. Why? It sarcrifices range and must close the distance and makes himself absolutely vulnerable and is literally helpless at mid to long range.

This change just caters to the snipers and cemented the dull peek-a-boo gameplay which was dominant anyway.

Incidentally it also nerfes several lights again.


To sum it up: let's all jump in heavy mechs and start a snipefest because those are the things which are the most effective means of playing. Brawling got shown the middle finger again and so have lights.


Im just telling you what happend. I'm not saying I agree with the changes at all, and My small laser nova is already QQing...

I already foresaw clan nerfs and then the stupid quirk changes to the king crab and Maulers is just icing on the cake. Now we are going to see even more full ****** King crab Missile boats....

Edited by xXBagheeraXx, 17 June 2017 - 09:35 AM.


#84 Mister Blastman

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Posted 17 June 2017 - 09:36 AM

View PostBush Hopper, on 17 June 2017 - 09:32 AM, said:

To sum it up: let's all jump in heavy mechs and start a snipefest because those are the things which are the most effective means of playing. Brawling got shown the middle finger again and so have lights.


Yep. I'm done. About the only thing keeping me from uninstalling is finding the program list in control panel.

The incompetence is strong in the new balance pass.

#85 CheapThrills

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Posted 17 June 2017 - 09:38 AM

So the basic argument is that SPL's for is that they are over performing from close range where you have to take fire for a solid 10 seconds or more before you get into range to use them.......... cough cough. Specifically the culprits behind this change are things like Nova's, Vipers, Stormcrows, and those sexy sexy Linebacker Brawlers that can boat like 9 of them or more. So, instead of saying doing something like having a negative quirk for the mechs that are the source of the problem, they idea to is to hit the weapon itself and thus killing lights that need those weapons for viability (i.e. AC's, LCT's, etc.).

Would it be too much to ask at this time that after the speeds being lowered for "all mechs" that screwed lights the most, the majority of the lights being increased in size, the current platform where the larger, slower lights can be one shot be most assaults, that PGI doesn't screw with the weapon systems required for lights to be somewhat viable, or at least just state that lights aren't meant to be viable in any way, shape, or form anymore in this game. Thanks.

Edited by CheapThrills, 17 June 2017 - 09:39 AM.


#86 Lugin

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Posted 17 June 2017 - 09:39 AM

Maybe I should point out that in TT, Clan SPL does 3 damage?

Not 4, not 6, 3.

WHY THE EVERLOVING **** WAS IT SET TO ****ING DOUBLE DAMAGE?!

#87 Gyrok

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Posted 17 June 2017 - 09:41 AM

View PostLugin, on 17 June 2017 - 09:39 AM, said:

Maybe I should point out that in TT, Clan SPL does 3 damage?

Not 4, not 6, 3.

WHY THE EVERLOVING **** WAS IT SET TO ****ING DOUBLE DAMAGE?!


Because nothing else laser oriented in this game follows TT very closely at all....look at heat values to start with.

#88 Jay Leon Hart

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Posted 17 June 2017 - 09:42 AM

View PostLugin, on 17 June 2017 - 09:39 AM, said:

Maybe I should point out that in TT, Clan SPL does 3 damage?

Not 4, not 6, 3.

WHY THE EVERLOVING **** WAS IT SET TO ****ING DOUBLE DAMAGE?!

Posted Image

#89 GrimRiver

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Posted 17 June 2017 - 09:52 AM

Looking at the forums I see only clanners whining about some of their weapons getting a slap on the wrist.

Meanwhile the last bastion of IS top performer mechs that can compete against clan top performers got nuked hard along with some of their weapons.

#90 Mister Blastman

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Posted 17 June 2017 - 09:54 AM

View PostLugin, on 17 June 2017 - 09:39 AM, said:

Maybe I should point out that in TT, Clan SPL does 3 damage?

Not 4, not 6, 3.

WHY THE EVERLOVING **** WAS IT SET TO ****ING DOUBLE DAMAGE?!


Because if you recall, years ago, they were trash tier. Every small weapon was.

And what dominated?

Pinpoint front loaded damage meta. PPCs + Autocannons. PPCs... dominated... at close range.

That never was supposed to happen. But it did. And the game sucked balls, and now... we're going back to... sucking balls.

View PostGrimRiver, on 17 June 2017 - 09:52 AM, said:

Looking at the forums I see only clanners whining about some of their weapons getting a slap on the wrist.


35% damage/DPS reduction is not a slap on the wrist. It is a spiked golf shoe kick to the balls.


Posted Image

Edited by Mister Blastman, 17 June 2017 - 09:59 AM.


#91 GrimRiver

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Posted 17 June 2017 - 09:59 AM

View PostMister Blastman, on 17 June 2017 - 09:54 AM, said:


Because if you recall, years ago, they were trash tier. Every small weapon was.

And what dominated?

Pinpoint front loaded damage meta. PPCs + Autocannons. PPCs... dominated... at close range.

That never was supposed to happen. But it did. And the game sucked balls, and now... we're going back to... sucking balls.



35% damage/DPS reduction is not a slap on the wrist. It is a spiked golf shoe kick to the balls.

It's a slap on the wrist compared to the massive nerfs IS top performer mechs got.

Really the only top performers that IS had that could compete to clan top performers.

IS's only hope now is if new tech goes well.

#92 Mister Blastman

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Posted 17 June 2017 - 10:00 AM

I don't really care if new tech goes well. The new balance underlord has just proven this game has no point left in it.

Edited by Mister Blastman, 17 June 2017 - 10:00 AM.


#93 zaku2142

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Posted 17 June 2017 - 10:01 AM

Guess i have to change over half my light mechs since they will just be mosquitos irritating mechs with minimal damage now

#94 Mystere

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Posted 17 June 2017 - 10:04 AM

View PostGrimRiver, on 17 June 2017 - 09:59 AM, said:

IS's only hope now is if new tech goes well.


Well, I expect new IS tech to go well because of ... drum roll please ...

NEW MECH PACKS ARE COMING!

BUY ONE!

HECK, BUY THEM ALL!!!


Edited by Mystere, 17 June 2017 - 10:05 AM.


#95 STEF_

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Posted 17 June 2017 - 10:43 AM

View PostMystere, on 17 June 2017 - 09:05 AM, said:


Maybe they should have prepared for this eventuality during the early design stages?

Well, it's not a surprise neither.
It's like 6 or more months we are waiting for new (and better) tech such as IS ER lasers, micro pulse laser etc.

#96 GamerPro4000

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Posted 17 June 2017 - 10:49 AM

I agree the nurfs on lasers is abit much, but at least they produce less heat. PGI will have to make these weapon changes sooner or later to keep the game balanced once new tech of micro lasers or micro ppcs are coming soon. One could say this is natural after majority of bigger mechs lost alot of mobility points.

#97 Weeny Machine

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Posted 17 June 2017 - 11:01 AM

View PostCheapThrills, on 17 June 2017 - 09:38 AM, said:

So the basic argument is that SPL's for is that they are over performing from close range where you have to take fire for a solid 10 seconds or more before you get into range to use them.......... cough cough. Specifically the culprits behind this change are things like Nova's, Vipers, Stormcrows, and those sexy sexy Linebacker Brawlers that can boat like 9 of them or more. So, instead of saying doing something like having a negative quirk for the mechs that are the source of the problem, they idea to is to hit the weapon itself and thus killing lights that need those weapons for viability (i.e. AC's, LCT's, etc.).

Would it be too much to ask at this time that after the speeds being lowered for "all mechs" that screwed lights the most, the majority of the lights being increased in size, the current platform where the larger, slower lights can be one shot be most assaults, that PGI doesn't screw with the weapon systems required for lights to be somewhat viable, or at least just state that lights aren't meant to be viable in any way, shape, or form anymore in this game. Thanks.


The Linebacker issue is also PGI's own fault. Who thought it a good idea that a heavy mech should have better agility than many mechs 30t lighter and 2 weight classes lower should be flogged. And that's also what annoys me: massive inconsistency. It wouldn't be a problem if a mech behaves like one 1 weight class lower...but better than many 2 weight classes lower...pffff

#98 Shifty McSwift

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Posted 17 June 2017 - 11:03 AM

View PostBush Hopper, on 17 June 2017 - 11:01 AM, said:


The Linebacker issue is also PGI's own fault. Who thought it a good idea that a heavy mech should have better agility than many mechs 30t lighter and 2 weight classes lower should be flogged. And that's also what annoys me: massive inconsistency. It wouldn't be a problem if a mech behaves like one 1 weight class lower...but better than many 2 weight classes lower...pffff


I agree, but with less gusto.

#99 Kaeb Odellas

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Posted 17 June 2017 - 11:10 AM

View PostMister Blastman, on 17 June 2017 - 09:26 AM, said:


And they should be. If you sacrifice range ability, you absolutely should dominate and teabag the poo out of your enemy up close.


My experience running the12 CSPL Nova is that it is not very hard to close the distance on most maps. Even Polar Highlands wasn't much of a problem.

Once you close the distance, it's pretty much over. 12 CSPLs simply delete mediums and lights. Heavies don't fare much better either.

And God help your enemy if you manage to get behind them undetected.

#100 FupDup

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Posted 17 June 2017 - 11:17 AM

View PostLugin, on 17 June 2017 - 09:39 AM, said:

Maybe I should point out that in TT, Clan SPL does 3 damage?

Not 4, not 6, 3.

WHY THE EVERLOVING **** WAS IT SET TO ****ING DOUBLE DAMAGE?!

Because the TT's SPL damage was a mistake from the beginning.

The IS SPL should have rightfully been 4, given that both the MPL and LPL gained +1 damage over their standard counterparts. Making the IS SPL be 3 damage was STUPID. The IS SL and SPL having the same range was also dumb. The IS SL could have easily been 4 hexes instead of 3.

The Clan SPL is the only Clan laser that didn't have any additional damage over its IS counterpart, which just made it horribly useless. It should have been 5 damage, which would have followed the pattern of Clan ER and Pulse lasers sharing the same damage.

The Clan Micro Pulse Laser put the final nail in the coffin by having the same damage as the CSPL, but half the heat and half the tonnage at the cost of 3 hexes of range.

Edited by FupDup, 17 June 2017 - 11:20 AM.






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